import GLenum from './GLenum'
import ActiveInfo from './ActiveInfo'
import Buffer from './Buffer'
import Framebuffer from './Framebuffer'
import Renderbuffer from './Renderbuffer'
import Texture from './Texture'
import Program from './Program'
import Shader from './Shader'
import ShaderPrecisionFormat from './ShaderPrecisionFormat'
import UniformLocation from './UniformLocation'
import GLmethod from './GLmethod'

const processArray = (array, checkArrayType = false) => {
  function joinArray(arr, sep) {
    let res = ''
    for (let i = 0; i < arr.length; i++) {
      if (i !== 0) {
        res += sep
      }
      res += arr[i]
    }
    return res
  }

  let type = 'Float32Array'
  if (checkArrayType) {
    if (array instanceof Uint8Array) {
      type = 'Uint8Array'
    } else if (array instanceof Uint16Array) {
      type = 'Uint16Array'
    } else if (array instanceof Uint32Array) {
      type = 'Uint32Array'
    } else if (array instanceof Float32Array) {
      type = 'Float32Array'
    } else {
      throw new Error('Check array type failed. Array type is ' + typeof array)
    }
  }

  const ArrayTypes = {
    Uint8Array: 1,
    Uint16Array: 2,
    Uint32Array: 4,
    Float32Array: 14,
  }
  return ArrayTypes[type] + ',' + btoa(joinArray(array, ','))
}

export default class WebGLRenderingContext {
  // static GBridge = null;

  className = 'WebGLRenderingContext'

  constructor(canvas, type, attrs) {
    this._canvas = canvas
    this._type = type
    this._version = 'WebGL 1.0'
    this._attrs = attrs
    this._map = new Map()

    Object.keys(GLenum).forEach((name) =>
      Object.defineProperty(this, name, {
        value: GLenum[name],
      }),
    )
  }

  get canvas() {
    return this._canvas
  }

  activeTexture = function (textureUnit) {
    WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.activeTexture + ',' + textureUnit, true)
  }

  attachShader = function (progarm, shader) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.attachShader + ',' + progarm.id + ',' + shader.id,
      true,
    )
  }

  bindAttribLocation = function (program, index, name) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.bindAttribLocation + ',' + program.id + ',' + index + ',' + name,
      true,
    )
  }

  bindBuffer = function (target, buffer) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.bindBuffer + ',' + target + ',' + (buffer ? buffer.id : 0),
      true,
    )
  }

  bindFramebuffer = function (target, framebuffer) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.bindFramebuffer + ',' + target + ',' + (framebuffer ? framebuffer.id : 0),
      true,
    )
  }

  bindRenderbuffer = function (target, renderBuffer) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.bindRenderbuffer + ',' + target + ',' + (renderBuffer ? renderBuffer.id : 0),
      true,
    )
  }

  bindTexture = function (target, texture) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.bindTexture + ',' + target + ',' + (texture ? texture.id : 0),
      true,
    )
  }

  blendColor = function (r, g, b, a) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.blendColor + ',' + target + ',' + r + ',' + g + ',' + b + ',' + a,
      true,
    )
  }

  blendEquation = function (mode) {
    WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.blendEquation + ',' + mode, true)
  }

  blendEquationSeparate = function (modeRGB, modeAlpha) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.blendEquationSeparate + ',' + modeRGB + ',' + modeAlpha,
      true,
    )
  }

  blendFunc = function (sfactor, dfactor) {
    WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.blendFunc + ',' + sfactor + ',' + dfactor, true)
  }

  blendFuncSeparate = function (srcRGB, dstRGB, srcAlpha, dstAlpha) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.blendFuncSeparate + ',' + srcRGB + ',' + dstRGB + ',' + srcAlpha + ',' + dstAlpha,
      true,
    )
  }

  bufferData = function (target, data, usage) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.bufferData + ',' + target + ',' + processArray(data, true) + ',' + usage,
      true,
    )
  }

  bufferSubData = function (target, offset, data) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.bufferSubData + ',' + target + ',' + offset + ',' + processArray(data, true),
      true,
    )
  }

  checkFramebufferStatus = function (target) {
    const result = WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.checkFramebufferStatus + ',' + target,
    )
    return Number(result)
  }

  clear = function (mask) {
    WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.clear + ',' + mask)
    this._canvas._needRender = true
  }

  clearColor = function (r, g, b, a) {
    WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.clearColor + ',' + r + ',' + g + ',' + b, true)
  }

  clearDepth = function (depth) {
    WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.clearDepth + ',' + depth, true)
  }

  clearStencil = function (s) {
    WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.clearStencil + ',' + s)
  }

  colorMask = function (r, g, b, a) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.colorMask + ',' + r + ',' + g + ',' + b + ',' + a,
    )
  }

  compileShader = function (shader) {
    WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.compileShader + ',' + shader.id, true)
  }

  compressedTexImage2D = function (target, level, internalformat, width, height, border, pixels) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.compressedTexImage2D +
        ',' +
        target +
        ',' +
        level +
        ',' +
        internalformat +
        ',' +
        width +
        ',' +
        height +
        ',' +
        border +
        ',' +
        processArray(pixels),
      true,
    )
  }

  compressedTexSubImage2D = function (target, level, xoffset, yoffset, width, height, format, pixels) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.compressedTexSubImage2D +
        ',' +
        target +
        ',' +
        level +
        ',' +
        xoffset +
        ',' +
        yoffset +
        ',' +
        width +
        ',' +
        height +
        ',' +
        format +
        ',' +
        processArray(pixels),
      true,
    )
  }

  copyTexImage2D = function (target, level, internalformat, x, y, width, height, border) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.copyTexImage2D +
        ',' +
        target +
        ',' +
        level +
        ',' +
        internalformat +
        ',' +
        x +
        ',' +
        y +
        ',' +
        width +
        ',' +
        height +
        ',' +
        border,
      true,
    )
  }

  copyTexSubImage2D = function (target, level, xoffset, yoffset, x, y, width, height) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.copyTexSubImage2D +
        ',' +
        target +
        ',' +
        level +
        ',' +
        xoffset +
        ',' +
        yoffset +
        ',' +
        x +
        ',' +
        y +
        ',' +
        width +
        ',' +
        height,
    )
  }

  createBuffer = function () {
    const result = WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.createBuffer + '')
    const buffer = new Buffer(result)
    this._map.set(buffer.uuid(), buffer)
    return buffer
  }

  createFramebuffer = function () {
    const result = WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.createFramebuffer + '')
    const framebuffer = new Framebuffer(result)
    this._map.set(framebuffer.uuid(), framebuffer)
    return framebuffer
  }

  createProgram = function () {
    const id = WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.createProgram + '')
    const program = new Program(id)
    this._map.set(program.uuid(), program)
    return program
  }

  createRenderbuffer = function () {
    const id = WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.createRenderbuffer + '')
    const renderBuffer = new Renderbuffer(id)
    this._map.set(renderBuffer.uuid(), renderBuffer)
    return renderBuffer
  }

  createShader = function (type) {
    const id = WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.createShader + ',' + type)
    const shader = new Shader(id, type)
    this._map.set(shader.uuid(), shader)
    return shader
  }

  createTexture = function () {
    const id = WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.createTexture + '')
    const texture = new Texture(id)
    this._map.set(texture.uuid(), texture)
    return texture
  }

  cullFace = function (mode) {
    WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.cullFace + ',' + mode, true)
  }

  deleteBuffer = function (buffer) {
    WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.deleteBuffer + ',' + buffer.id, true)
  }

  deleteFramebuffer = function (framebuffer) {
    WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.deleteFramebuffer + ',' + framebuffer.id, true)
  }

  deleteProgram = function (program) {
    WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.deleteProgram + ',' + program.id, true)
  }

  deleteRenderbuffer = function (renderbuffer) {
    WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.deleteRenderbuffer + ',' + renderbuffer.id, true)
  }

  deleteShader = function (shader) {
    WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.deleteShader + ',' + shader.id, true)
  }

  deleteTexture = function (texture) {
    WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.deleteTexture + ',' + texture.id, true)
  }

  depthFunc = function (func) {
    WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.depthFunc + ',' + func)
  }

  depthMask = function (flag) {
    WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.depthMask + ',' + Number(flag), true)
  }

  depthRange = function (zNear, zFar) {
    WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.depthRange + ',' + zNear + ',' + zFar, true)
  }

  detachShader = function (program, shader) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.detachShader + ',' + program.id + ',' + shader.id,
      true,
    )
  }

  disable = function (cap) {
    WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.disable + ',' + cap, true)
  }

  disableVertexAttribArray = function (index) {
    WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.disableVertexAttribArray + ',' + index, true)
  }

  drawArrays = function (mode, first, count) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.drawArrays + ',' + mode + ',' + first + ',' + count,
    )
    this._canvas._needRender = true
  }

  drawElements = function (mode, count, type, offset) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.drawElements + ',' + mode + ',' + count + ',' + type + ',' + offset + ';',
    )
    this._canvas._needRender = true
  }

  enable = function (cap) {
    WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.enable + ',' + cap, true)
  }

  enableVertexAttribArray = function (index) {
    WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.enableVertexAttribArray + ',' + index, true)
  }

  flush = function () {
    WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.flush + '')
  }

  framebufferRenderbuffer = function (target, attachment, textarget, texture, level) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.framebufferRenderbuffer +
        ',' +
        target +
        ',' +
        attachment +
        ',' +
        textarget +
        ',' +
        (texture ? texture.id : 0) +
        ',' +
        level,
      true,
    )
  }

  framebufferTexture2D = function (target, attachment, textarget, texture, level) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.framebufferTexture2D +
        ',' +
        target +
        ',' +
        attachment +
        ',' +
        textarget +
        ',' +
        (texture ? texture.id : 0) +
        ',' +
        level,
      true,
    )
  }

  frontFace = function (mode) {
    WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.frontFace + ',' + mode, true)
  }

  generateMipmap = function (target) {
    WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.generateMipmap + ',' + target, true)
  }

  getActiveAttrib = function (progarm, index) {
    const resultString = WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.getActiveAttrib + ',' + progarm.id + ',' + index,
    )
    const [type, size, name] = resultString.split(',')
    return new ActiveInfo({
      type: Number(type),
      size: Number(size),
      name,
    })
  }

  getActiveUniform = function (progarm, index) {
    const resultString = WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.getActiveUniform + ',' + progarm.id + ',' + index,
    )
    const [type, size, name] = resultString.split(',')
    return new ActiveInfo({
      type: Number(type),
      size: Number(size),
      name,
    })
  }

  getAttachedShaders = function (progarm) {
    const result = WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.getAttachedShaders + ',' + progarm.id,
    )
    const [type, ...ids] = result
    return ids.map((id) => this._map.get(Shader.uuid(id)))
  }

  getAttribLocation = function (progarm, name) {
    return WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.getAttribLocation + ',' + progarm.id + ',' + name,
    )
  }

  getBufferParameter = function (target, pname) {
    const result = WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.getBufferParameter + ',' + target + ',' + pname,
    )
    const [type, res] = getBufferParameter
    return res
  }

  getError = function () {
    const result = WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.getError + '')
    return result
  }

  getExtension = function (name) {
    return null
  }

  getFramebufferAttachmentParameter = function (target, attachment, pname) {
    const result = WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.getFramebufferAttachmentParameter + ',' + target + ',' + attachment + ',' + pname,
    )
    switch (pname) {
      case GLenum.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME:
        return this._map.get(Renderbuffer.uuid(result)) || this._map.get(Texture.uuid(result)) || null
      default:
        return result
    }
  }

  getParameter = function (pname) {
    const result = WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.getParameter + ',' + pname)
    switch (pname) {
      case GLenum.VERSION:
        return this._version
      case GLenum.ARRAY_BUFFER_BINDING: // buffer
      case GLenum.ELEMENT_ARRAY_BUFFER_BINDING: // buffer
        return this._map.get(Buffer.uuid(result)) || null
      case GLenum.CURRENT_PROGRAM: // program
        return this._map.get(Program.uuid(result)) || null
      case GLenum.FRAMEBUFFER_BINDING: // framebuffer
        return this._map.get(Framebuffer.uuid(result)) || null
      case GLenum.RENDERBUFFER_BINDING: // renderbuffer
        return this._map.get(Renderbuffer.uuid(result)) || null
      case GLenum.TEXTURE_BINDING_2D: // texture
      case GLenum.TEXTURE_BINDING_CUBE_MAP: // texture
        return this._map.get(Texture.uuid(result)) || null
      case GLenum.ALIASED_LINE_WIDTH_RANGE: // Float32Array
      case GLenum.ALIASED_POINT_SIZE_RANGE: // Float32Array
      case GLenum.BLEND_COLOR: // Float32Array
      case GLenum.COLOR_CLEAR_VALUE: // Float32Array
      case GLenum.DEPTH_RANGE: // Float32Array
      case GLenum.MAX_VIEWPORT_DIMS: // Int32Array
      case GLenum.SCISSOR_BOX: // Int32Array
      case GLenum.VIEWPORT: // Int32Array
      case GLenum.COMPRESSED_TEXTURE_FORMATS: // Uint32Array
      default:
        const [type, ...res] = result.split(',')
        if (res.length === 1) {
          return Number(res[0])
        } else {
          return res.map(Number)
        }
    }
  }

  getProgramInfoLog = function (progarm) {
    return WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.getProgramInfoLog + ',' + progarm.id)
  }

  getProgramParameter = function (program, pname) {
    const res = WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.getProgramParameter + ',' + program.id + ',' + pname,
    )

    const [type, result] = res.split(',').map((i) => parseInt(i))

    if (type === 1) {
      return Boolean(result)
    } else if (type === 2) {
      return result
    } else {
      throw new Error('Unrecongized program paramater ' + res + ', type: ' + typeof res)
    }
  }

  getRenderbufferParameter = function (target, pname) {
    const result = WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.getRenderbufferParameter + ',' + target + ',' + pname,
    )
    return result
  }

  getShaderInfoLog = function (shader) {
    return WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.getShaderInfoLog + ',' + shader.id)
  }

  getShaderParameter = function (shader, pname) {
    return WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.getShaderParameter + ',' + shader.id + ',' + pname,
    )
  }

  getShaderPrecisionFormat = function (shaderType, precisionType) {
    const [rangeMin, rangeMax, precision] = WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.getShaderPrecisionFormat + ',' + shaderType + ',' + precisionType,
    )
    const shaderPrecisionFormat = new ShaderPrecisionFormat({
      rangeMin: Number(rangeMin),
      rangeMax: Number(rangeMax),
      precision: Number(precision),
    })
    return shaderPrecisionFormat
  }

  getShaderSource = function (shader) {
    const result = WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.getShaderSource + ',' + shader.id)
    return result
  }

  getSupportedExtensions = function () {
    return Object.keys({})
  }

  getTexParameter = function (target, pname) {
    const result = WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.getTexParameter + ',' + target + ',' + pname,
    )
    return result
  }

  getUniformLocation = function (program, name) {
    const id = WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.getUniformLocation + ',' + program.id + ',' + name,
    )
    if (id === -1) {
      return null
    } else {
      return new UniformLocation(Number(id))
    }
  }

  getVertexAttrib = function (index, pname) {
    const result = WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.getVertexAttrib + ',' + index + ',' + pname,
    )
    switch (pname) {
      case GLenum.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING:
        return this._map.get(Buffer.uuid(result)) || null
      case GLenum.CURRENT_VERTEX_ATTRIB: // Float32Array
      default:
        return result
    }
  }

  getVertexAttribOffset = function (index, pname) {
    const result = WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.getVertexAttribOffset + ',' + index + ',' + pname,
    )
    return Number(result)
  }

  isBuffer = function (buffer) {
    const result = WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.isBuffer + ',' + buffer.id)
    return Boolean(result)
  }

  isContextLost = function () {
    return false
  }

  isEnabled = function (cap) {
    const result = WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.isEnabled + ',' + cap)
    return Boolean(result)
  }

  isFramebuffer = function (framebuffer) {
    const result = WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.isFramebuffer + ',' + framebuffer.id,
    )
    return Boolean(result)
  }

  isProgram = function (program) {
    const result = WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.isProgram + ',' + program.id)
    return Boolean(result)
  }

  isRenderbuffer = function (renderBuffer) {
    const result = WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.isRenderbuffer + ',' + renderbuffer.id,
    )
    return Boolean(result)
  }

  isShader = function (shader) {
    const result = WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.isShader + ',' + shader.id)
    return Boolean(result)
  }

  isTexture = function (texture) {
    const result = WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.isTexture + ',' + texture.id)
    return Boolean(result)
  }

  lineWidth = function (width) {
    WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.lineWidth + ',' + width, true)
  }

  linkProgram = function (program) {
    WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.linkProgram + ',' + program.id, true)
  }

  pixelStorei = function (pname, param) {
    WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.pixelStorei + ',' + pname + ',' + Number(param))
  }

  polygonOffset = function (factor, units) {
    WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.polygonOffset + ',' + factor + ',' + units)
  }

  readPixels = function (x, y, width, height, format, type, pixels) {
    const result = WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.readPixels + ',' + x + ',' + y + ',' + width + ',' + height + ',' + format + ',' + type,
    )
    return result
  }

  renderbufferStorage = function (target, internalFormat, width, height) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.renderbufferStorage + ',' + target + ',' + internalFormat + ',' + width + ',' + height,
      true,
    )
  }

  sampleCoverage = function (value, invert) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.sampleCoverage + ',' + value + ',' + Number(invert),
      true,
    )
  }

  scissor = function (x, y, width, height) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.scissor + ',' + x + ',' + y + ',' + width + ',' + height,
      true,
    )
  }

  shaderSource = function (shader, source) {
    WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.shaderSource + ',' + shader.id + ',' + source)
  }

  stencilFunc = function (func, ref, mask) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.stencilFunc + ',' + func + ',' + ref + ',' + mask,
      true,
    )
  }

  stencilFuncSeparate = function (face, func, ref, mask) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.stencilFuncSeparate + ',' + face + ',' + func + ',' + ref + ',' + mask,
      true,
    )
  }

  stencilMask = function (mask) {
    WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.stencilMask + ',' + mask, true)
  }

  stencilMaskSeparate = function (face, mask) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.stencilMaskSeparate + ',' + face + ',' + mask,
      true,
    )
  }

  stencilOp = function (fail, zfail, zpass) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.stencilOp + ',' + fail + ',' + zfail + ',' + zpass,
    )
  }

  stencilOpSeparate = function (face, fail, zfail, zpass) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.stencilOp + ',' + face + ',' + fail + ',' + zfail + ',' + zpass,
      true,
    )
  }

  texImage2D = function (...args) {
    WebGLRenderingContext.GBridge.texImage2D(this._canvas.id, ...args)
  }

  texParameterf = function (target, pname, param) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.texParameterf + ',' + target + ',' + pname + ',' + param,
      true,
    )
  }

  texParameteri = function (target, pname, param) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.texParameteri + ',' + target + ',' + pname + ',' + param,
    )
  }

  texSubImage2D = function (...args) {
    WebGLRenderingContext.GBridge.texSubImage2D(this._canvas.id, ...args)
  }

  uniform1f = function (location, v0) {
    WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.uniform1f + ',' + location.id + ',' + v0)
  }

  uniform1fv = function (location, value) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.uniform1fv + ',' + location.id + ',' + processArray(value),
      true,
    )
  }

  uniform1i = function (location, v0) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.uniform1i + ',' + location.id + ',' + v0,
      // true
    )
  }

  uniform1iv = function (location, value) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.uniform1iv + ',' + location.id + ',' + processArray(value),
      true,
    )
  }

  uniform2f = function (location, v0, v1) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.uniform2f + ',' + location.id + ',' + v0 + ',' + v1,
      true,
    )
  }

  uniform2fv = function (location, value) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.uniform2fv + ',' + location.id + ',' + processArray(value),
      true,
    )
  }

  uniform2i = function (location, v0, v1) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.uniform2i + ',' + location.id + ',' + v0 + ',' + v1,
      true,
    )
  }

  uniform2iv = function (location, value) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.uniform2iv + ',' + location.id + ',' + processArray(value),
      true,
    )
  }

  uniform3f = function (location, v0, v1, v2) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.uniform3f + ',' + location.id + ',' + v0 + ',' + v1 + ',' + v2,
      true,
    )
  }

  uniform3fv = function (location, value) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.uniform3fv + ',' + location.id + ',' + processArray(value),
      true,
    )
  }

  uniform3i = function (location, v0, v1, v2) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.uniform3i + ',' + location.id + ',' + v0 + ',' + v1 + ',' + v2,
      true,
    )
  }

  uniform3iv = function (location, value) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.uniform3iv + ',' + location.id + ',' + processArray(value),
      true,
    )
  }

  uniform4f = function (location, v0, v1, v2, v3) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.uniform4f + ',' + location.id + ',' + v0 + ',' + v1 + ',' + v2 + ',' + v3,
      true,
    )
  }

  uniform4fv = function (location, value) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.uniform4fv + ',' + location.id + ',' + processArray(value),
      true,
    )
  }

  uniform4i = function (location, v0, v1, v2, v3) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.uniform4i + ',' + location.id + ',' + v0 + ',' + v1 + ',' + v2 + ',' + v3,
      true,
    )
  }

  uniform4iv = function (location, value) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.uniform4iv + ',' + location.id + ',' + processArray(value, true),
      true,
    )
  }

  uniformMatrix2fv = function (location, transpose, value) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.uniformMatrix2fv + ',' + location.id + ',' + Number(transpose) + ',' + processArray(value),
      true,
    )
  }

  uniformMatrix3fv = function (location, transpose, value) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.uniformMatrix3fv + ',' + location.id + ',' + Number(transpose) + ',' + processArray(value),
      true,
    )
  }

  uniformMatrix4fv = function (location, transpose, value) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.uniformMatrix4fv + ',' + location.id + ',' + Number(transpose) + ',' + processArray(value),
      true,
    )
  }

  useProgram = function (progarm) {
    WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.useProgram + ',' + progarm.id + '', true)
  }

  validateProgram = function (program) {
    WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.validateProgram + ',' + program.id, true)
  }

  vertexAttrib1f = function (index, v0) {
    WebGLRenderingContext.GBridge.callNative(this._canvas.id, GLmethod.vertexAttrib1f + ',' + index + ',' + v0, true)
  }

  vertexAttrib2f = function (index, v0, v1) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.vertexAttrib2f + ',' + index + ',' + v0 + ',' + v1,
      true,
    )
  }

  vertexAttrib3f = function (index, v0, v1, v2) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.vertexAttrib3f + ',' + index + ',' + v0 + ',' + v1 + ',' + v2,
      true,
    )
  }

  vertexAttrib4f = function (index, v0, v1, v2, v3) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.vertexAttrib4f + ',' + index + ',' + v0 + ',' + v1 + ',' + v2 + ',' + v3,
      true,
    )
  }

  vertexAttrib1fv = function (index, value) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.vertexAttrib1fv + ',' + index + ',' + processArray(value),
      true,
    )
  }

  vertexAttrib2fv = function (index, value) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.vertexAttrib2fv + ',' + index + ',' + processArray(value),
      true,
    )
  }

  vertexAttrib3fv = function (index, value) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.vertexAttrib3fv + ',' + index + ',' + processArray(value),
      true,
    )
  }

  vertexAttrib4fv = function (index, value) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.vertexAttrib4fv + ',' + index + ',' + processArray(value),
      true,
    )
  }

  vertexAttribPointer = function (index, size, type, normalized, stride, offset) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.vertexAttribPointer +
        ',' +
        index +
        ',' +
        size +
        ',' +
        type +
        ',' +
        Number(normalized) +
        ',' +
        stride +
        ',' +
        offset,
      true,
    )
  }

  viewport = function (x, y, width, height) {
    WebGLRenderingContext.GBridge.callNative(
      this._canvas.id,
      GLmethod.viewport + ',' + x + ',' + y + ',' + width + ',' + height,
      true,
    )
  }
}
